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v0.1.2 — Readable errors, working hierarchy paths, skill fixes

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@chav0 chav0 released this 12 Oct 16:56
b37f7e2

A bug-fix release for v0.1.1.

Fixes

  • Tool errors now say what went wrong. Every failure used to reach the agent as An error occurred invoking '...' with no reason. Now the message comes through — for example missing a value for the required parameter 'nodeIds', Call figma_get_node first, or No Unity Editor is connected.
  • Paths from unity_get_hierarchy work in unity_edit_prefab. Node paths are now relative to the prefab root (Header/Title), which is what edits expect. Before, they started with the root's name or with the asset path, so passing them to an edit failed with Object not found.
  • Hidden instances stay hidden. An instance of an existing prefab that is hidden in Figma is now inactive in the built prefab.
  • Skills call the tools correctly. update-prefab and inspect-diff no longer run figma_get_node_names in parallel with figma_get_node, which failed because the node was not downloaded yet. build-prefab passes nodeIds as an array.

Improvements

  • figma_get_node_names takes depth. Nodes cut off at that depth show childCount instead of children, and any node inside an already fetched node can be passed — no new download. build-prefab asks for three levels instead of the whole tree.
  • unity_build_prefab returns AssetPath — where the prefab was saved.
  • unity_edit_prefab lists its real operations in the tool description: rect, img, text, hLayout, vLayout, grid, fitter, create, instantiate, delete, reparent, setActive.

Changed

  • In the hierarchy returned by any tool, the root has no Path and its children's paths are relative to the root. The build response carries the saved location in AssetPath instead of the root's Path.

Update the Unity package and the MCP server together.

Install: https://github.com/chav0/UnityFigmaMCP.git?path=UnityFigmaMCPPackage#v0.1.2